- 02 8月, 2011 4 次提交
- 01 8月, 2011 4 次提交
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由 alteredq 提交于
This cut TextGeometry creation time almost by half.
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由 alteredq 提交于
Didn't help much, there is still a lot of garbage collection showing up in profiler (~18 %). Also, real hotspot are loops in Shape.Utils.triangulateShape (with ~27% of total time spend on Vector2.equal). This maybe could be refactored with hashmaps.
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由 alteredq 提交于
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由 alteredq 提交于
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- 31 7月, 2011 2 次提交
- 29 7月, 2011 4 次提交
- 28 7月, 2011 5 次提交
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由 alteredq 提交于
Note: shadow maps as currently implemented are very fussy, they need tons of tweaking to look halfway decent. Also current implementation doesn't do proper depth normalization. For some reason this gives better results than the "right way".
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由 alteredq 提交于
Doesn't seem to produce visible difference.
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由 alteredq 提交于
Nine tap sampling, by default it's on, switch off with: renderer.shadowMapSoft = false;
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由 zz85 提交于
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由 zz85 提交于
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- 27 7月, 2011 9 次提交
- 26 7月, 2011 1 次提交
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由 zz85 提交于
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- 25 7月, 2011 4 次提交
- 23 7月, 2011 2 次提交
- 22 7月, 2011 3 次提交
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由 alteredq 提交于
Added path.createSpacedPointsGeometry() and extended shapes example to show such equidistantly sampled paths. Spaced points are magic that will eventually make objects follow paths with constant speed.
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由 alteredq 提交于
This is a more proper way how to generate visual lines / vertices (all elements use single geometry). Also extended shapes example to show how to use this with Line and ParticleSystem.
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由 alteredq 提交于
(per Qt API design suggestions http://developer.qt.nokia.com/wiki/API_Design_Principles) Also some more whitespace cleanup.
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- 21 7月, 2011 2 次提交